SpriteBatch.Draw Method (Texture2D, Rectangle, Nullable<Rectangle>, Color, Single, Vector2, SpriteEffects, Single)
XNA Game Studio 3.1
Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination, and source rectangles, color tint, rotation, origin, effects, and sort depth.
Namespace: Microsoft.Xna.Framework.Graphics
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
public void Draw ( Texture2D texture, Rectangle destinationRectangle, Nullable<Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth )
Parameters
- texture
- The sprite texture.
- destinationRectangle
- A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourceRectangle, the sprite is scaled to fit.
- sourceRectangle
- A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture.
- color
- The color channel modulation to use. Use Color.White for full color with no tinting.
- rotation
- The angle, in radians, to rotate the sprite around the origin.
- origin
- The origin of the sprite. Specify (0,0) for the upper-left corner.
- effects
- Rotations to apply prior to rendering.
- layerDepth
-
The sorting depth of the sprite, between 0 (front) and 1 (back).
You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing.
| Exception type | Condition |
|---|---|
| ArgumentNullException | texture is null. |
| InvalidOperationException | Draw was called, but Begin has not yet been called. Begin must be called successfully before you can call Draw. |